I'm not trying to shut you down. I'm asking what distinctions you yourself actually draw there. Obviously it is not as simple as "nothing should ever go against the player".Swordfire wrote:![]()
Fair Enough!
Ill go mumble to myself elsewhere but do try and keep in mind that not everyone believes in the Losing Is Fun bullcrap
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Moths in the Dill
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Game Development: Moths in the Dill
Typically getting hurt for doing something is a signal saying "hey, you shouldn't be doing that." When you throw wounds on every task the player wants to do it sends a completely confusing message.jorb wrote:I'm not trying to shut you down. I'm asking what distinctions you yourself actually draw there. Obviously it is not as simple as "nothing should ever go against the player".Swordfire wrote:![]()
Fair Enough!
Ill go mumble to myself elsewhere but do try and keep in mind that not everyone believes in the Losing Is Fun bullcrap





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Zentetsuken
- Posts: 2128
- Joined: Sun Jun 20, 2010 4:07 pm
- Location: Flavor Town
Re: Game Development: Moths in the Dill
Ziggy confirmed city boy
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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: Game Development: Moths in the Dill
Generally jorb, I don't hate your way of thinking but hey, stop. Wounds are cool but be honest with me, did You ever thought about that this specific addition does here? I do think this patch was positive but:jorb wrote:Thus: Remove anything that can ever hurt a player? Why even have health bars?Swordfire wrote:I don't care for this change either
It feel's like a band-aid to avoid the bigger issue
If your really want player's to play the game in a different manner you should reward them for doing so not punish and discourage them
Nettle clothes are the first cloths to be ever made by everyone, punishing them with a possible wound while doing that, You're not giving any other alternative to avoid it! Regardless if it's + or - .
It's reasonable to say it's discouraging and punishing. There's a thin line where something is fun and part of gameplay and well... here is straight RNG on something You either want to do or somehow find a skip much in later farming (hemp/flax).
So maybe allow us an alternative that, let us pick either "safe" way without wounds but less benefitting?
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Game Development: Moths in the Dill
My solution? Mud Gloves.
You take water in a kuska, dig up some dirt, make gloves, put them on, and when you harvest they either take damage or have a random chance of wearing off.
Alternately, make it a prophylactic wound. Same recipe, but it's a medicine called "Mud", you apply it and get Muddy Hands. "Muddy Hands" prevents "Nettle Burn" and wears off as you get hit with (Potential) Nettle Burn. Just need to keep an eye on its level.
Of course, you also lose the Nettle Burn bonus Survival, but hey! No wounds!
Seriously, what's the issue here? Nettle Burns wear off FAST.
You take water in a kuska, dig up some dirt, make gloves, put them on, and when you harvest they either take damage or have a random chance of wearing off.
Alternately, make it a prophylactic wound. Same recipe, but it's a medicine called "Mud", you apply it and get Muddy Hands. "Muddy Hands" prevents "Nettle Burn" and wears off as you get hit with (Potential) Nettle Burn. Just need to keep an eye on its level.
Of course, you also lose the Nettle Burn bonus Survival, but hey! No wounds!
Seriously, what's the issue here? Nettle Burns wear off FAST.
Last edited by Lunarius_Haberdash on Fri Oct 12, 2018 7:42 pm, edited 1 time in total.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Game Development: Moths in the Dill
While nice idea it would be another thing that new players would need to read in a wiki.Lunarius_Haberdash wrote:My solution? Mud Gloves.
You take water in a kuska, dig up some dirt, make gloves, put them on, and when you harvest they either take damage or have a random chance of wearing off.
Alternately, make it a prophylactic wound. "Muddy Hands" prevents "Nettle Burn" and wears off as you get hit with (Potential) Nettle Burn. Just need to keep an eye on its level.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Game Development: Moths in the Dill
Granger, everything would be something that the new players would need to read in the wiki. I, for one, am comfortable with that. I just wish the wiki was better advertised.Granger wrote: While nice idea it would be another thing that new players would need to read in a wiki.
That being said, it could be something included as part of one of the introductory quests to help round that out.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Game Development: Moths in the Dill
I don't know about you, but I played the first months without looking at external documentation. Maybe it was inefficient, but it was fun.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Game Development: Moths in the Dill
Ok, yes, true. But then we CHOSE that experience now, didn't we?Granger wrote:I don't know about you, but I played the first months without looking at external documentation. Maybe it was inefficient, but it was fun.
Hell, I'd do it again too. I did that shit with Minecraft as well. XD
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Vigilance
- Posts: 3561
- Joined: Fri May 21, 2010 9:30 pm
- Location: fog of irrelevancy
Re: Game Development: Moths in the Dill
As someone who has tried to get normal people that don't suffer from some shade on the spectrum to play sandboxes like Hafen etc, as soon as you tell someone their best friend will be a wiki they will usually turn off mentally and be unable to enjoy it because they'll feel like they're needing to study to play the game to any significant extent/success. It's certainly not the majority of players that is okay consulting their Player's Handbook, especially in current generations, at every step of the way playing a game. That isn't to say that a wiki is a bad thing, that isn't to say complexity is a bad thing, but at a certain point there are some things you do not inflict on someone without properly explaining it to them through ingame means.Lunarius_Haberdash wrote:Granger, everything would be something that the new players would need to read in the wiki. I, for one, am comfortable with that. I just wish the wiki was better advertised.
I'm actually thoroughly persuaded though that a lot of the people on this forum would love to see this game stagnate down to double digit population peaks at all times, and if we make the experience bad for new players that is almost certainly what we are going to get. I think the only way we have literally any new players right now is because they are essentially plugged in to the help desk of public realm chat.

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